
Level: 5
HP: 150
Attack: 5
Defense: 5
Agility: 15 (40)
Skill: 15
Speed: 11
Movement: 4
Items:
Tattered Hoodie: +25 Agility. A comfy hoodie. While tattered and unsightly, the grime and… ketchup stains… darken the vibrant blue and make it more suitable for evasion; however, it provides no armor.
Abilities:
KARMA: Sans Innate Ability. This unit inflames the sins of their target, causing the target to, in essence, destroy themselves. Every special attack that this unit lands will build up KARMA. When a target reaches 100 KARMA, they will suffer a “poison” effect based on their sins (pure souls take no damage, wicked souls take full damage). This poison will deal raw damage equal to the level of this unit, as well as increasing the target’s KARMA buildup by 5 per turn. Once the target reaches 200 KARMA, the target will face the full brunt of their sins, or lack thereof. Pure souls will take no damage and wicked souls will lose up to 70% of their HP (based on 7 deadly sins). Beings that are comprised of these sins will automatically lose the full 70%. When a unit is hit with this effect, their KARMA build up drops to 0. Units cannot be killed with this ability, and will always survive Karma buildup with 1 HP. Costs 10 exp
SAVE: Sans Innate Ability. While this unit cannot manipulate the flow of time, they are fully aware of it. This unit is not affected by Time-type abilities. Costs 4 exp
“Shortcuts”: Sans Signature Ability. Once every 4 turns, this unit can “warp” to any spot on the map. As it isn’t technically warping, this unit may use activatable abilities out of “warp”. Costs 6 exp
Bone Missile: Sans Signature Ability. +10 Speed. This unit can fire off spectral bones towards their enemy instead of their normal Psychic Blast. This attack will only deal 1 damage; however, it will attack 4 times. Increases KARMA by 5. Costs 4 exp
Gaster Blasters: Sans Signature Ability. Once every 4 turns, this unit can summon devices that fire a powerful laser. These lasers have 1-5 range and will hit every unit in range; however, they will only fire once. If this unit is fast enough, they may summon up to 4 Gaster Blasters in a single turn. Increases KARMA by 30. Deals damage equal to this unit’s Psychic/Energy-type proficiency. Costs 5 exp
Agile: If this character is attacked, but does not counter-attack, they will receive a +10 boost to their Agility (max +100). This boost will disappear whenever this unit attacks. 3 exp
Darting Blow: When initiating attack, add +10 to this unit’s Speed. 3 exp
Extreme Evasion: +25 Agility both when attacking and when being attacked. Attacks that “Always Hit” must calculate accuracy and may miss, but they will receive a +40 hit chance. 5 exp
META: Once this unit gains enough understanding about how the world works, they may begin manipulating what seems to be reality itself. In time, this ability may expand to match their knowledge.
Sixth Sense: This character has superhuman senses. When being attacked, they will receive a +20 boost to their Agility. This ability also allows allows them to detect enemies at double the normal range, including those shrouded by Conceal Presence or Magic Stealth. 4 exp
Steady Stance: When attacked by an enemy who is using a melee weapon, this unit receives a +20 boost to their Agility and Skill. 3 exp
Taunt: This character can taunt an adjacent unit. The taunted unit will be unable to use any Activatable Abilities for 3 turns. 3 exp
Warding Stance: When attacked by an enemy who is using a pure elemental attack, this unit receives a +20 boost to their Agility and Skill. 3 exp
Weapon-Free: If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base Speed. 2 exp
Proficiency:
Psychic: 0
Energy: 0
1 META: 0
Weak to Sleep-type moves.
Caps:
HP: Very Low
Attack: 50
Defense: 50
Agility: 150
Skill: 150
Speed: 110
